This paper conducted a systematic literature review based on the Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) methodology to explore the types of platforms used in game-based learning and their impacts on learner's motivation. As the education sector increasingly embraces the technology, a diverse range of platforms is also globally used in institutions in which game-based learning is conducted. This review synthesised findings from relevant past studies, identified key platforms used in each research article, and gauged the impacts of game-based learning. A total of 15 research articles, published in 2023, relevant to the impacts of game-based learning implementation in the classroom was identified from three databases, which were ScienceDirect, ERIC, and SCOPUS. Findings of this review showed that various types of platforms were integrated, including existing game-based platforms such as Kahoot! and Quizizz, and also some new game-based materials developed by the instructors. It was also found that game-based learning positively impacted the learners in terms of their self-regulated learning, interaction, motivation, and active participation. This study will be beneficial to educators to fully utilise game-based learning in the classroom to engage learners' participation, hence creating an effective learning session.
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Zakaria et al. (2024) studied this question.
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